Please give feedback on Crafting House rules


Homebrew and House Rules

Shadow Lodge

Hey guys please give some feedback on my Crafting house rules, these are in place for PC crafters. I have replaced the concept of using the Feats for magic item creation with skills. This thought came about from people at my tables asking why crafting is dominated by spellcasters and cant be done by anyone who is skilled at crafting. This system has that at it's center.

Firstly these are the craft skills;
Craft Enchantment : May be used to add enchantments to weapons and armor
Craft Wonderous Items Craft wonderous items
Craft Wands & Scrolls: May be used to craft wands and scrolls
Craft Staves : May be used to craft magical staves
Craft Rods : May be used to craft Rods
Craft Rings : May be used to craft Rings
Craft Alchemy : Same as current but may be used to brew potions
Craft Poisons : Same as current craft poison
Craft Arms and Armor : Same as current
Craft Art : Choose a artistic craft (pottery painting etc) upon craft completion the value of the object is the craft check DC x 10 in gold pieces.
Craft Mundane items: Craft any non magical item that is not in another craft category. All mundane items take 4 hours to craft.

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In order to use any crafts skills you must have a rank in the skills with the exception of Mundane items and Art.

You must have the spell component of any magical item you create in order to make it. For example if you were making slippers of spiderclimb, you will still require "Spiderclimb" the spell. This may be wand, scroll, potion or a secondary spellcaster. This does not apply for crafting potions.

Material cost is 1/3 of the market value of the object being created
it takes 1 day per 1000gp of the material cost to complete the item. A single craft check is made at the beginning of the crafting process the DCs are below.

Mundane------DC10----Simple items (Non magical)
Masterwork---DC15----Masterwork Non-magical items, non magic alchemy
Lesser-------DC20----Lesser Wondrous item, +1 Enhancements, CL5 items
Moderate-----DC25----Moderate Wondrous item, +2 Enhancements, CL10 item
Major--------DC30----Major Wondrous item, +3/+4 Enhancements, CL15 item
Superior-----DC35----+5 Enhancements, CL20 item
Artifacts----DC40----Create an artifact or legendary item. (DM)

Meeting the DC will have the item made successfully on schedule
Exceeding the DC by 5 means it takes 1/2 the time to craft
Exceeding the DC by 10+ means it takes 1/3 the time to craft
Failing the DC by 5 means it takes x2 the time for crafting
Failing the DC by 10 or more means the item is failure and material components are destroyed.

While crafting potions and poisons, failure to meet the DC means the potion/poison was unsuccessfully brewed and all material components are consumed. The DCs of alchemy and poison remain unchanged. Magic potions have a DC equal to 10 + double the spell level. The Caster level is set but can not be greater than the ranks in craft alchemy -3, or lower than 1. You may only brew a potion of up to spell third level.

Once crafting is started it may be paused for up to 1 week and then resumed. This will allow a different craft to begin while another is paused. A craftsman can be working on one crafting project at any given time this includes the Aid Other ability.

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Some materials change the DC of the craft check.

Steel-----DC +5
Leather-----DC +0
Adamantine-----DC +20
Alchemical Silver-----DC +10
Angel Skin-----DC +15
Blood Crystal-----DC +10
Cold Iron-----DC +10
Darkleaf Cloth-----DC +10
Darkwood-----DC +5
Dragonhide-----DC +20
Eel Hide-----DC +10
Elysian Bronze-----DC +10
Frost/Fire Forge Steel-----DC +15
Greenwood-----DC +10
Griffon Mane-----DC +15
Living Steel-----DC +10
Mithral-----DC +15
Viridium-----DC +20
Whip Wood-----DC +10
Wyroot-----DC +15

Bone-----DC -15
Bronze-----DC -5
Gold-----DC -5
Glass-----DC -5
Obsidian-----DC -10
Stone-----DC -15
Wood-----DC -10

If an object/weapon/armor has multiple materials take the most prominent worked material. For example a wooden spear with an adamantine spear head would gain the +20 penalty.

Repairing Items Material costs of 1/10th item if the item has the broken condition. The DC for repairing a broken item is the item's DC -5
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Trait

Artistic eye : Use Charisma in place of Intelligence for Craft Art

Craft feats

Skill Focus (Craft)- As usual, but any class that provides feats such as "Brew Potion" "Craft Magical Arms and Armor" are replaced with Skill focus Craft in whatever craft skill is most appropriate.

Thrifty Crafter - Prerequisite Craft skill rank 5 - You are able to take plausable shortcuts while crafting. Material costs are now 1/4 of market price. This reduction does not effect crafting time which is still based on 1/3 material cost.

Fast Crafter - Prerequisite Craft skill rank 10, Thrifty Crafter - Crafting time is now based on the material cost being 1/4 of the market value.

Quick Thinker - Prerequisite Craft rank 5 - 1/day reroll a natural 1 made on a craft check.

Improved Quick Thinker - Prerequisite Craft rank 10, Quick thinker - You may roll a second time on any craft check but must take the second result.

Master Craftsman - Prerequisite Craft rank 10 - Select one craft skill, when making that check you count your class levels as caster levels for magic item creation.

Magical Tinkerer - Prerequisite Craft rank 5 Master Craftsman - Select 1 arcane class, when creating a magic item you may replicate any 2nd level or lower spell for meeting the spell component prerequisite.

Improved Magical Tinkerer - Prerequisite Craft rank 10, Magical Tinkerer - when creating a magic item you may replicate any 4th level or lower spell from the class selected from Magical Tinkerer for meeting the spell component prerequisite.

Greater Magical Tinkerer - Prerequisite Craft rank 15, Improved Magical Tinkerer - when creating a magic item you may replicate any 6th level or lower spell from the class selected from Magical Tinkerer for meeting the spell component prerequisite.

Dragoncraft - Prerequisite Craft rank 10 - Do not take penalty for crafting with draconic materials.

Multi-task master - Prerequisite Mobility - You are able to draw small palm sized objects such as tools or potions as a swift action. While crafting an item, you may also use the Aid Other ability with an ally's craft skill. This can aid up your INT modifier in crafts at any given time. You may not aid the same check more than once.

Advanced Alchemy - Prerequisite Craft 5 - when crafting potions your max Caster level becomes your ranks in craft alchemy instead of ranks -3.

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Note these skills work in tandem, so if you want to make a +1 Studded leather armor. One craft needs to be made to make Masterwork Studded Leather Armor and once it is made an Enchantment skill needs to give it the +1 enhancement.

Thanks again for the feedback guys, anything and everything helps. But please don't say it doesn't need to be changed. That doesn't help me, while I respect that opinion this is simply an alternative I wish to put to the forum's merit. Also props to some of the forum members that helped inspire this Evil Lincoln among them, if you recognize it you know who you are are thank you profusely.

Shadow Lodge

Actually upon recollection, ignore the part on Special materials for the moment, not entirely sold on it. Just take it as a Work In Progress.


If your goal is "End caster dominance in crafting", here's a simple fix: All Craft skills allow you to craft magic items as if you had the relevant feat and CL=character level. Spellcraft can't be used to craft. Boom, done.

Shadow Lodge

In order to overcome abuse of the economy in the world I also suggest the following rules for PCs and the market world.

Any crafted item is sold to retailers using the appraise skill check to sell it. You can use bartering rules or use a DC to determine it's selling value.

DC 10 - sell item at 50% Market Value
DC 15 - sell item at 55% Market Value
DC 20 - sell item at 65% Market Value
DC 25 - sell item at 70% Market Value
DC 30+ - Sell item at 75% Market value

This is also subject to RP penalties, for example a Barbarian selling his wears in an otherwise high market area would probably not sell their wares well (Increase to Appraise DC to sell item). Another situation, a suit of Golden Platemail might have no buyers at all in a small farming community.

If an item is over 1000gp in value it can only be sold after 1 day per 1000gp in the objects market value. This should ensure that adventurers don't settle down and boost money readily. These days only count down if the item is being actively sold in a reasonable market for the wares.

If someone does settle down and start crafting as a career then retire the character and bring on the next wayward Pathfinder ^_^

Shadow Lodge

A couple of clarifications

1. Existing Item creation feats are not replaced as mentioned above under "Skill Focus (Craft)". Instead they function as normal. This means those that possess the appropriate feat bypass the skill checks entirely.

2. Selling items as part of the economy rules only applies to items crafted by the PC. Not loot found while adventuring

3. A failed appraise check to sell at market value DC lower than 10 results in selling the item at 35% market value

4. A failed appraise check to sell at market value DC lower than 5 results in selling the item at 25% market value.

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